/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// world.c -- world query functions

#include "quakedef.h"

/*

entities never clip against themselves, or their owner

line of sight checks trace->crosscontent, but bullets don't

*/


typedef struct
{
    vec3_t		boxmins, boxmaxs;// enclose the test object along entire move
    float		*mins, *maxs;	// size of the moving object
    vec3_t		mins2, maxs2;	// size when clipping against mosnters
    float		*start, *end;
    trace_t		trace;
    int			type;
    edict_t		*passedict;
} moveclip_t;


int SV_HullPointContents (hull_t *hull, int num, vec3_t p);

/*
===============================================================================

HULL BOXES

===============================================================================
*/


static	hull_t		box_hull;
static	dclipnode_t	box_clipnodes[6];
static	mplane_t	box_planes[6];

/*
===================
SV_InitBoxHull

Set up the planes and clipnodes so that the six floats of a bounding box
can just be stored out and get a proper hull_t structure.
===================
*/
void SV_InitBoxHull (void)
{
    int		i;
    int		side;

    box_hull.clipnodes = box_clipnodes;
    box_hull.planes = box_planes;
    box_hull.firstclipnode = 0;
    box_hull.lastclipnode = 5;

    for (i=0 ; i<6 ; i++)
    {
        box_clipnodes[i].planenum = i;

        side = i&1;

        box_clipnodes[i].children[side] = CONTENTS_EMPTY;
        if (i != 5)
            box_clipnodes[i].children[side^1] = i + 1;
        else
            box_clipnodes[i].children[side^1] = CONTENTS_SOLID;

        box_planes[i].type = i>>1;
        box_planes[i].normal[i>>1] = 1;
    }

}


/*
===================
SV_HullForBox

To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
hull_t	*SV_HullForBox (vec3_t mins, vec3_t maxs)
{
    box_planes[0].dist = maxs[0];
    box_planes[1].dist = mins[0];
    box_planes[2].dist = maxs[1];
    box_planes[3].dist = mins[1];
    box_planes[4].dist = maxs[2];
    box_planes[5].dist = mins[2];

    return &box_hull;
}



/*
================
SV_HullForEntity

Returns a hull that can be used for testing or clipping an object of mins/maxs
size.
Offset is filled in to contain the adjustment that must be added to the
testing object's origin to get a point to use with the returned hull.
================
*/
hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset)
{
    model_t		*model;
    vec3_t		size;
    vec3_t		hullmins, hullmaxs;
    hull_t		*hull;

// decide which clipping hull to use, based on the size
    if (ent->v.solid == SOLID_BSP)
    {
        // explicit hulls in the BSP model
        if (ent->v.movetype != MOVETYPE_PUSH)
            Sys_Error ("SOLID_BSP without MOVETYPE_PUSH");

        model = sv.models[ (int)ent->v.modelindex ];

        if (!model || model->type != mod_brush)
            Sys_Error ("MOVETYPE_PUSH with a non bsp model");

        VectorSubtract (maxs, mins, size);
        if (size[0] < 3)
            hull = &model->hulls[0];
        else if (size[0] <= 32)
            hull = &model->hulls[1];
        else
            hull = &model->hulls[2];

// calculate an offset value to center the origin
        VectorSubtract (hull->clip_mins, mins, offset);
        VectorAdd (offset, ent->v.origin, offset);
    }
    else
    {
        // create a temp hull from bounding box sizes

        VectorSubtract (ent->v.mins, maxs, hullmins);
        VectorSubtract (ent->v.maxs, mins, hullmaxs);
        hull = SV_HullForBox (hullmins, hullmaxs);

        VectorCopy (ent->v.origin, offset);
    }


    return hull;
}

/*
===============================================================================

ENTITY AREA CHECKING

===============================================================================
*/

typedef struct areanode_s
{
    int		axis;		// -1 = leaf node
    float	dist;
    struct areanode_s	*children[2];
    link_t	trigger_edicts;
    link_t	solid_edicts;
} areanode_t;

#define	AREA_DEPTH	4
#define	AREA_NODES	32

static	areanode_t	sv_areanodes[AREA_NODES];
static	int			sv_numareanodes;

/*
===============
SV_CreateAreaNode

===============
*/
areanode_t *SV_CreateAreaNode (int depth, vec3_t mins, vec3_t maxs)
{
    areanode_t	*anode;
    vec3_t		size;
    vec3_t		mins1, maxs1, mins2, maxs2;

    anode = &sv_areanodes[sv_numareanodes];
    sv_numareanodes++;

    ClearLink (&anode->trigger_edicts);
    ClearLink (&anode->solid_edicts);

    if (depth == AREA_DEPTH)
    {
        anode->axis = -1;
        anode->children[0] = anode->children[1] = NULL;
        return anode;
    }

    VectorSubtract (maxs, mins, size);
    if (size[0] > size[1])
        anode->axis = 0;
    else
        anode->axis = 1;

    anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
    VectorCopy (mins, mins1);
    VectorCopy (mins, mins2);
    VectorCopy (maxs, maxs1);
    VectorCopy (maxs, maxs2);

    maxs1[anode->axis] = mins2[anode->axis] = anode->dist;

    anode->children[0] = SV_CreateAreaNode (depth+1, mins2, maxs2);
    anode->children[1] = SV_CreateAreaNode (depth+1, mins1, maxs1);

    return anode;
}

/*
===============
SV_ClearWorld

===============
*/
void SV_ClearWorld (void)
{
    SV_InitBoxHull ();

    memset (sv_areanodes, 0, sizeof(sv_areanodes));
    sv_numareanodes = 0;
    SV_CreateAreaNode (0, sv.worldmodel->mins, sv.worldmodel->maxs);
}


/*
===============
SV_UnlinkEdict

===============
*/
void SV_UnlinkEdict (edict_t *ent)
{
    if (!ent->area.prev)
        return;		// not linked in anywhere
    RemoveLink (&ent->area);
    ent->area.prev = ent->area.next = NULL;
}


/*
====================
SV_TouchLinks
====================
*/
void SV_TouchLinks ( edict_t *ent, areanode_t *node )
{
    link_t		*l, *next;
    edict_t		*touch;
    int			old_self, old_other;

// touch linked edicts
    for (l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next)
    {
        next = l->next;
        touch = EDICT_FROM_AREA(l);
        if (touch == ent)
            continue;
        if (!touch->v.touch || touch->v.solid != SOLID_TRIGGER)
            continue;
        if (ent->v.absmin[0] > touch->v.absmax[0]
                || ent->v.absmin[1] > touch->v.absmax[1]
                || ent->v.absmin[2] > touch->v.absmax[2]
                || ent->v.absmax[0] < touch->v.absmin[0]
                || ent->v.absmax[1] < touch->v.absmin[1]
                || ent->v.absmax[2] < touch->v.absmin[2] )
            continue;
        old_self = pr_global_struct->self;
        old_other = pr_global_struct->other;

        pr_global_struct->self = EDICT_TO_PROG(touch);
        pr_global_struct->other = EDICT_TO_PROG(ent);
        pr_global_struct->time = sv.time;
        PR_ExecuteProgram (touch->v.touch);

        pr_global_struct->self = old_self;
        pr_global_struct->other = old_other;
    }

// recurse down both sides
    if (node->axis == -1)
        return;

    if ( ent->v.absmax[node->axis] > node->dist )
        SV_TouchLinks ( ent, node->children[0] );
    if ( ent->v.absmin[node->axis] < node->dist )
        SV_TouchLinks ( ent, node->children[1] );
}


/*
===============
SV_FindTouchedLeafs

===============
*/
void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
{
    mplane_t	*splitplane;
    mleaf_t		*leaf;
    int			sides;
    int			leafnum;

    if (node->contents == CONTENTS_SOLID)
        return;

// add an efrag if the node is a leaf

    if ( node->contents < 0)
    {
        if (ent->num_leafs == MAX_ENT_LEAFS)
        {
//			Con_Printf("Max ent leafs reached\n");
            return;
        }

        leaf = (mleaf_t *)node;
        leafnum = leaf - sv.worldmodel->leafs - 1;

        ent->leafnums[ent->num_leafs] = leafnum;
        ent->num_leafs++;
        return;
    }

// NODE_MIXED

    splitplane = node->plane;
    sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane);

// recurse down the contacted sides
    if (sides & 1)
        SV_FindTouchedLeafs (ent, node->children[0]);

    if (sides & 2)
        SV_FindTouchedLeafs (ent, node->children[1]);
}

/*
===============
SV_LinkEdict

===============
*/
void SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
{
    areanode_t	*node;

    if (ent->area.prev)
        SV_UnlinkEdict (ent);	// unlink from old position

    if (ent == sv.edicts)
        return;		// don't add the world

    if (ent->free)
        return;

// set the abs box
    if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
    {
        // expand for rotation
        float		max, v;
        int		    i;

        max = DotProduct(ent->v.mins, ent->v.mins);
        v = DotProduct(ent->v.maxs, ent->v.maxs); //Fixed some probs with bboxes - Eradicator
        if (max < v)
            max = v;
        max = sqrt(max);
        for (i=0 ; i<3 ; i++)
        {
            ent->v.absmin[i] = ent->v.origin[i] - max;
            ent->v.absmax[i] = ent->v.origin[i] + max;
        }
    }
    else
    {
        VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);
        VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
    }

    //PENTA: allow correct bounding box for dynamic lights
    if ((int)ent->v.effects & EF_FULLDYNAMIC)
    {
        float radius = HACKY_GETFIELD(ent, eval_light_lev, float, 300);
        ent->v.absmin[0] = ent->v.origin[0] - radius*0.5;
        ent->v.absmin[1] = ent->v.origin[1] - radius*0.5;
        ent->v.absmin[2] = ent->v.origin[2] - radius*0.5;
        ent->v.absmax[0] = ent->v.origin[0] + radius*0.5;
        ent->v.absmax[1] = ent->v.origin[1] + radius*0.5;
        ent->v.absmax[2] = ent->v.origin[2] + radius*0.5;
    }

//
// to make items easier to pick up and allow them to be grabbed off
// of shelves, the abs sizes are expanded
//
    if ((int)ent->v.flags & FL_ITEM)
    {
        ent->v.absmin[0] -= 15;
        ent->v.absmin[1] -= 15;
        ent->v.absmax[0] += 15;
        ent->v.absmax[1] += 15;
    }
    else
    {
        // because movement is clipped an epsilon away from an actual edge,
        // we must fully check even when bounding boxes don't quite touch
        ent->v.absmin[0] -= 1;
        ent->v.absmin[1] -= 1;
        ent->v.absmin[2] -= 1;
        ent->v.absmax[0] += 1;
        ent->v.absmax[1] += 1;
        ent->v.absmax[2] += 1;
    }

// link to PVS leafs
    ent->num_leafs = 0;
    if (ent->v.modelindex)
        SV_FindTouchedLeafs (ent, sv.worldmodel->nodes);

    if (ent->v.solid == SOLID_NOT)
        return;

// find the first node that the ent's box crosses
    node = sv_areanodes;
    while (1)
    {
        if (node->axis == -1)
            break;
        if (ent->v.absmin[node->axis] > node->dist)
            node = node->children[0];
        else if (ent->v.absmax[node->axis] < node->dist)
            node = node->children[1];
        else
            break;		// crosses the node
    }

// link it in

    if (ent->v.solid == SOLID_TRIGGER)
        InsertLinkBefore (&ent->area, &node->trigger_edicts);
    else
        InsertLinkBefore (&ent->area, &node->solid_edicts);

// if touch_triggers, touch all entities at this node and decend for more
    if (touch_triggers)
        SV_TouchLinks ( ent, sv_areanodes );
}



/*
===============================================================================

POINT TESTING IN HULLS

===============================================================================
*/

/*
==================
SV_HullPointContents

==================
*/
int SV_HullPointContents (hull_t *hull, int num, vec3_t p)
{
    float		d;
    dclipnode_t	*node;
    mplane_t	*plane;

    while (num >= 0)
    {
        if (num < hull->firstclipnode || num > hull->lastclipnode)
            Sys_Error ("SV_HullPointContents: bad node number");

        node = hull->clipnodes + num;
        plane = hull->planes + node->planenum;

        if (plane->type < 3)
            d = p[plane->type] - plane->dist;
        else
            d = DotProduct (plane->normal, p) - plane->dist;
        if (d < 0)
            num = node->children[1];
        else
            num = node->children[0];
    }

    return num;
}

/*
==================
SV_PointContents

==================
*/
int SV_PointContents (vec3_t p)
{
    int		cont;

    cont = SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
    if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN)
        cont = CONTENTS_WATER;
    return cont;
}

int SV_TruePointContents (vec3_t p)
{
    return SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
}

//===========================================================================

/*
============
SV_TestEntityPosition

This could be a lot more efficient...
============
*/
edict_t	*SV_TestEntityPosition (edict_t *ent)
{
    trace_t	trace;

    trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, ent);

    if (trace.startsolid)
        return sv.edicts;

    return NULL;
}


/*
===============================================================================

LINE TESTING IN HULLS

===============================================================================
*/

// 1/32 epsilon to keep floating point happy
#define	DIST_EPSILON	(0.03125)

/*
==================
SV_RecursiveHullCheck

==================
*/
qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
{
    dclipnode_t	*node;
    mplane_t	*plane;
    float		t1, t2;
    float		frac;
    int			i;
    vec3_t		mid;
    int			side;
    float		midf;

// check for empty
    if (num < 0)
    {
        if (num != CONTENTS_SOLID)
        {
            trace->allsolid = false;
            if (num == CONTENTS_EMPTY)
                trace->inopen = true;
            else
                trace->inwater = true;
        }
        else
            trace->startsolid = true;
        return true;		// empty
    }

    if (num < hull->firstclipnode || num > hull->lastclipnode)
        Sys_Error ("SV_RecursiveHullCheck: bad node number");

//
// find the point distances
//
    node = hull->clipnodes + num;
    plane = hull->planes + node->planenum;

    if (plane->type < 3)
    {
        t1 = p1[plane->type] - plane->dist;
        t2 = p2[plane->type] - plane->dist;
    }
    else
    {
        t1 = DotProduct (plane->normal, p1) - plane->dist;
        t2 = DotProduct (plane->normal, p2) - plane->dist;
    }

#if 1
    if (t1 >= 0 && t2 >= 0)
        return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
    if (t1 < 0 && t2 < 0)
        return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
#else
    if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
        return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
    if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
        return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
#endif

// put the crosspoint DIST_EPSILON pixels on the near side
    if (t1 < 0)
        frac = (t1 + DIST_EPSILON)/(t1-t2);
    else
        frac = (t1 - DIST_EPSILON)/(t1-t2);
    if (frac < 0)
        frac = 0;
    if (frac > 1)
        frac = 1;

    midf = p1f + (p2f - p1f)*frac;
    for (i=0 ; i<3 ; i++)
        mid[i] = p1[i] + frac*(p2[i] - p1[i]);

    side = (t1 < 0);

// move up to the node
    if (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
        return false;

#ifdef PARANOID
    if (SV_HullPointContents (sv_hullmodel, mid, node->children[side])
            == CONTENTS_SOLID)
    {
        Con_Printf ("mid PointInHullSolid\n");
        return false;
    }
#endif

    if (SV_HullPointContents (hull, node->children[side^1], mid)
            != CONTENTS_SOLID)
// go past the node
        return SV_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);

    if (trace->allsolid)
        return false;		// never got out of the solid area

//==================
// the other side of the node is solid, this is the impact point
//==================
    if (!side)
    {
        VectorCopy (plane->normal, trace->plane.normal);
        trace->plane.dist = plane->dist;
    }
    else
    {
        VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
        trace->plane.dist = -plane->dist;
    }

    while (SV_HullPointContents (hull, hull->firstclipnode, mid) == CONTENTS_SOLID)
    {
        // shouldn't really happen, but does occasionally
        frac -= 0.1f;

        if (frac < 0)
        {
            trace->fraction = midf;
            VectorCopy (mid, trace->endpos);
            Con_DPrintf ("backup past 0\n");
            return false;
        }
        midf = p1f + (p2f - p1f)*frac;

        for (i=0 ; i<3 ; i++)
		{
            mid[i] = p1[i] + frac*(p2[i] - p1[i]);
		}
    }
    trace->fraction = midf;

    VectorCopy (mid, trace->endpos);

    return false;
}


/*
==================
SV_ClipMoveToEntity

Handles selection or creation of a clipping hull, and offseting (and
eventually rotation) of the end points
==================
*/
trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
{
    trace_t		trace;
    vec3_t		offset;
    vec3_t		start_l, end_l;
    hull_t		*hull;

// fill in a default trace
    memset (&trace, 0, sizeof(trace_t));
    trace.fraction = 1;
    trace.allsolid = true;
    VectorCopy (end, trace.endpos);

// get the clipping hull
    hull = SV_HullForEntity (ent, mins, maxs, offset);

    VectorSubtract (start, offset, start_l);
    VectorSubtract (end, offset, end_l);

    // rotate start and end into the models frame of reference
    if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
    {
        vec3_t	forward, right, up;
        vec3_t	temp;

        AngleVectors (ent->v.angles, forward, right, up);

        VectorCopy (start_l, temp);
        start_l[0] = DotProduct (temp, forward);
        start_l[1] = -DotProduct (temp, right);
        start_l[2] = DotProduct (temp, up);

        VectorCopy (end_l, temp);
        end_l[0] = DotProduct (temp, forward);
        end_l[1] = -DotProduct (temp, right);
        end_l[2] = DotProduct (temp, up);
    }

// trace a line through the apropriate clipping hull
    SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);

    // rotate endpos back to world frame of reference
    if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
    {
        vec3_t	a;
        vec3_t	forward, right, up;
        vec3_t	temp;

        if (trace.fraction != 1)
        {
            VectorSubtract (vec3_origin, ent->v.angles, a);
            AngleVectors (a, forward, right, up);

            VectorCopy (trace.endpos, temp);
            trace.endpos[0] = DotProduct (temp, forward);
            trace.endpos[1] = -DotProduct (temp, right);
            trace.endpos[2] = DotProduct (temp, up);

            VectorCopy (trace.plane.normal, temp);
            trace.plane.normal[0] = DotProduct (temp, forward);
            trace.plane.normal[1] = -DotProduct (temp, right);
            trace.plane.normal[2] = DotProduct (temp, up);
        }
    }

// fix trace up by the offset
    if (trace.fraction != 1)
        VectorAdd (trace.endpos, offset, trace.endpos);

// did we clip the move?
    if (trace.fraction < 1 || trace.startsolid  )
        trace.ent = ent;

    return trace;
}

//===========================================================================

/*
====================
SV_ClipToLinks

Mins and maxs enclose the entire area swept by the move
====================
*/
void SV_ClipToLinks ( areanode_t *node, moveclip_t *clip )
{
    link_t		*l, *next;
    edict_t		*touch;
    trace_t		trace;

// touch linked edicts
    for (l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next)
    {
        next = l->next;
        touch = EDICT_FROM_AREA(l);
        if (touch->v.solid == SOLID_NOT)
            continue;
        if (touch == clip->passedict)
            continue;
        if (touch->v.solid == SOLID_TRIGGER)
            Sys_Error ("Trigger in clipping list");

        if (clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
            continue;

        if (clip->boxmins[0] > touch->v.absmax[0]
                || clip->boxmins[1] > touch->v.absmax[1]
                || clip->boxmins[2] > touch->v.absmax[2]
                || clip->boxmaxs[0] < touch->v.absmin[0]
                || clip->boxmaxs[1] < touch->v.absmin[1]
                || clip->boxmaxs[2] < touch->v.absmin[2] )
            continue;

        if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
            continue;	// points never interact

        // might intersect, so do an exact clip
        if (clip->trace.allsolid)
            return;
        if (clip->passedict)
        {
            if (PROG_TO_EDICT(touch->v.owner) == clip->passedict)
                continue;	// don't clip against own missiles
            if (PROG_TO_EDICT(clip->passedict->v.owner) == touch)
                continue;	// don't clip against owner
        }

        if ((int)touch->v.flags & FL_MONSTER)
            trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end);
        else
            trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end);
        if (trace.allsolid || trace.startsolid ||
                trace.fraction < clip->trace.fraction)
        {
            trace.ent = touch;
            if (clip->trace.startsolid)
            {
                clip->trace = trace;
                clip->trace.startsolid = true;
            }
            else
                clip->trace = trace;
        }
        else if (trace.startsolid)
            clip->trace.startsolid = true;
    }

// recurse down both sides
    if (node->axis == -1)
        return;

    if ( clip->boxmaxs[node->axis] > node->dist )
        SV_ClipToLinks ( node->children[0], clip );
    if ( clip->boxmins[node->axis] < node->dist )
        SV_ClipToLinks ( node->children[1], clip );
}


/*
==================
SV_MoveBounds
==================
*/
void SV_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
{
#if 0
// debug to test against everything
    boxmins[0] = boxmins[1] = boxmins[2] = -9999;
    boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999;
#else
    int		i;

    for (i=0 ; i<3 ; i++)
    {
        if (end[i] > start[i])
        {
            boxmins[i] = start[i] + mins[i] - 1;
            boxmaxs[i] = end[i] + maxs[i] + 1;
        }
        else
        {
            boxmins[i] = end[i] + mins[i] - 1;
            boxmaxs[i] = start[i] + maxs[i] + 1;
        }
    }
#endif
}

/*
==================
SV_Move
==================
*/
trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict)
{
    moveclip_t	clip;
    int			i;

    memset ( &clip, 0, sizeof ( moveclip_t ) );

// clip to world
    clip.trace = SV_ClipMoveToEntity ( sv.edicts, start, mins, maxs, end );

    clip.start = start;
    clip.end = end;
    clip.mins = mins;
    clip.maxs = maxs;
    clip.type = type;
    clip.passedict = passedict;

    if (type == MOVE_MISSILE)
    {
        for (i=0 ; i<3 ; i++)
        {
            clip.mins2[i] = -15;
            clip.maxs2[i] = 15;
        }
    }
    else
    {
        VectorCopy (mins, clip.mins2);
        VectorCopy (maxs, clip.maxs2);
    }

// create the bounding box of the entire move
    SV_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );

// clip to entities
    SV_ClipToLinks ( sv_areanodes, &clip );

    return clip.trace;
}

